E981
|
  |
| Joined: 14 Aug 2009 |
| Total Posts: 10689 |
|
|
| 24 Apr 2014 07:22 PM |
Alright guys, remember that land map system posted on the blog almost 2 years ago? What if roblox reinstated that system, but they made a land map for entire planets. It could be easy on their part, have some kind of a procedural fractal system, but for the terrain, placement of planets/solar systems ect, & the clan community would enjoy it.
--------------------The general overview of the layout-------------------------
Imagine the clan outpost land map, but you have that for each planet, & there would be anywhere from 1, to 10 planets in any given solar system, & the star map could be filled with thousands of solar systems.
The system, would be based on numbers & activity, now before you get mad about this, hear me out: Initially, front page clans like FEAR, RAT, ect, would have a lot of land, however, based on the global percentage of how active their members are, if they are inactive, their land sizes decrease. So, in effect, you could have lots of land as a large clan, but if you are unable to defend against raids (even empty server raids, but ill get to that later), than you would loose your land.
Now, empty server raids: Imagine a real war, on a planet, or in a galaxy, if say the allied powers in WWII, advanced on the axis powers, unchallenged, the allied powers would own the land that they have advanced on. Same deal with empty server raids, if they cannot defend against all opposing forces, like in real life, they simply loose the land that they cannot defend/is poorly defended, after a set amount of time. It could be anywhere from 1 hour, or 5 hours.
If someone owns 25% of the galaxy, in some vast empire, or even a power alliance, but then the 75%, decides to gang up on them, & they can't maintain this empire, they simply do no deserve to run/rule an empire this vast.
Now, if you loose a war, this depends on if you're permanently removed from the system, or if you're able to reintroduce your group back into the system, with some kind of a period of neutrality, or immunity (so as to not get booted right back off by a rival faction, or power alliance, ect) where you can't attack, or expand past your primary capital world, & nobody can attack you. During this period it would hypothetically be pure neutrality.
Another alternative is that if you wish to rejoin the system, there would be some sort of a waiting period, before you can rejoin the system.
Now, I would imagine the first 24 hours, would be a power vacuum of newly formed triumvirates, alliances, empires ect just swallowing up planets, & such, also considering how many groups are on this game (600,000 or more), there would be a lot of planets that would be owned by small clans, & other clans in general, so almost all of the land would be taken up very soon, HOWEVER, unlike a landmap system, a 1 single unified galactic starmap, has lots of potential to be added to, in terms of adding new worlds every so often, or even they could make some kind of an unlimited procedural web based star map of all the systems, so you wouldn't have to add anything to it, & not all the space would be taken up, you could expand without limit. (Of course only limits would be not being able to maintain the empire/lands you have, i.e not ebing able to defend, ect)
I mean, the term 'empty server raid', carries some negative connotations to it, but, in a system where there could hypothetically be unlimited solar system, & what have you, ask yourself this: "Whats 1 planet lost, amongst thousands of unclaimed worlds". You just take someone else's planet, or your just expand where nobody else has gone.
Now, one could argue; 'Well gee E9, what if someone just goes into the far reaches of space, & just tries to collect all the planets, & hides himself away from the rest of the clan world', well the thing is, is if this group, ends up taking all of these planets & such, but then all of the outposts (maps ect, that would be required to be on each planet, & visited daily, could be anywhere from 1-5, its debatable, whatever works), but if their members do not visit these outposts often (even if nobody is attacking, or anything, visitors don't count), then they would loose them on the starmap. So ultimately, the way you loose planets, is if you're beaten in a strait up battle, you simply cannot maintain/defend all the outposts on the planets that you own, or if you group is just not very active, by default you'd loose control over that planet/province/region what have you.
Because I mean, if you own like 40 planets, but only 10 of them you actively visit or 'supply' in role play terms, it's like you don't even own that planet at all, because your presence isn't felt there. & again, whats a few planets lost to one person, when there's plenty of planets still out there?
This not only stays true, to what would actually happen if you simply cannot defend/balance out your forces on the regions you control, but it is also advantageous, to both large clans, as well as smaller clans, because it strikes a median between both. You need numbers, but numbers that are active, in order to control & maintain. It is to far right, where it's all numbers & no activity, & it is not far left, where it's all activity & no member count. It's striking a balance between both.
Also, you should only be able to attack neighbors, so that way you can't jump say '10 million light years' all the way across the starmap, to take some small pocket of an empire that you could never in real life hope to logistically supply, (I know some of you would hate this, but lets face it, there would be pockets of groups like FEAR, VAK, TGI, ect like leopard spots everywhere behind peoples front lines, there would be no front line, or anything) Also, if you happen to be by an enemy, this would make it so you either become friends with them, or you war with them. Real political alliances would be able to come into play with a system like this, not just everyone is able to have a free for all with everyone, (because the front line thing like before, & because it would force group interaction weather you like it or not, which would spark conflict, political intrigue, ect, as well as make roblox money, because the more conflicts, the more money, which would be incentive for them to do this)
------ROBLOX being able to profit from this, resources/tech levels/perks-------
Now roblox itself, is a company, & be that as it may, I have another end to this kind of a system. Roblox needs to make money, if they don't make money, this game doesn't exist, none of us wants that. Now people spending robux, & tickets, makes them money indirectly, because outside of just logging in for a daily stipend, the robux & tickets spent on this game, all come from purchased means. Meaning, memberships, & all that comes from that, or directly buying robux, ect.
Now what I'm thinking with something like this, is not purchasing specific rounds for group matches, but making it so that there is resources, tech classes, & what have you. Now before you jump on my case, & get mad at E981 for trying to turn roblox group conflicts into some kind of a 'strategy game', hear me out.
What if the roblox admins, either made the already existing materials for bricks/parts in roblox studio, into some kind of a resource (or you could make a separate resource tab, or even add/take/remove/add resources as you please @the admins). So certain materials would be lighter, or heavier, or tougher/more durable, ect, or cheaper & more flimsy.
So what the admins could do, is that they could make it so that with all the place visits you get from people raiding, all the revenue generated from that, combined with uniform sales, ect, would be tallied up someplace where you can see someplace on the group's tab, & that would be there to show the total net worth of the group, what you have to spend in your conquests, ect.
Now, what this money would be spent on, is materials. So essentially this is what it would be, you would build your bodykit for your guns/swords (perhaps even vehicles) however you please, this could be saved as a model or whatever, or put into a non clan related game just like you normally would, however, if you choose to use these in an official clan place/map, you must pay for the resources that go into these guns, i.e diamond plate, wood, ect. Materials could be anywhere from 4 tickets per part that uses a certain material, or 4 robux, point being, is the more parts, the more money, if you sue cheap parts, you things are more apt to perform poorly, if you better parts, they will perform better. So, after the gun/tank/what have you is fully made, there would be some kind of a system, that would auto tally up all the money it would hypothetically cost to make & use this vehicle/gun/sword what have you in game, even if you didn't purchase it yet. Now, essentially, for every tank on the field, or gun held by a member, or sword, you would have to pay the cost of the worth of those parts that were used to make the weapon. So if the tank or vehicle or whatever, is completely disassembled or destroyed, whatever group purchased this, essentially lost the money that went into this tank, as you would in a real war. Or if a sword or gun is dropped, & left there for over 30 seconds without anyone touching it, it is removed from the game, & counted as a financial loss for the group. Or like in the game MC (whic is compedators with rblx), you could make it so certain materials, are less durable, so they could essentially wear out, either past a certain time limit in game regardless of useage, or it could be based on usage, & if the parts essentially give out, or stop working, they simply get deleted from the game, aka, removed from your vehicle/sword/gun what have you. Which eventually, if you stuff is made from cheap parts, would make your tech fall apart, then you'd have to buy a new one. Which then they would have to go out & buy more guns for each of their members to use, more tanks, ect ect.
NOW, in order for this to be balanced, the pricing of all the materials would have to be made so that based on the place traffic & or uniform sales that these clans are getting, that any average clan would be able to purchase at least a small quantity of average type guns, so they can at least raid, or defend to some decent standard. (This would be all on roblox's end, but please read the next paragraph, this is especially towards the admins if theyre reading this):
Now, roblox, this is at you, instead of paying for raids & making larger sums of money up front, you would be making more small sales, but in a larger quantity, which, if this system works out, you could potentially be making a lot more money off of this, than you would be in the raid system's current state. Assuming a clan can sustain itself/territories (assuming everyone's active, well behaved role model soldiers ect, xD) just on the total revenue of it's sales, & assuming that this galaxy is very large & can be expanded out into, (doesnt have to be unlimited, but very large, or you guys make expansions everytime it gets filled up, ect), it would essentially make it so that clans would feel compelled to go out & get this land from the planets, which in turn they need to buy adequate weapons & gear for every single active member who would be defending (otherwise they're defenseless, & would just loose that system), which means they have to spend their tickets & robux on this system thus making you more money, this isn't even taking into account the additional place visits they may get, from place traffic, & uniform sales ect, or the uniform sales they may get for expanding, which if they've got more money, they will boost the quality of their tech, ect, again, making you more, money.
Essentially: The more planets/space/land/systems, ect you make, the more potential money you get, so outside of paying your developers an hourly sum, it costs you nothing aferwards when it's done, because people keep expanding & spending more money, the expansions if you choose to do those, wouldnt be as labor intensive as the the intial development of this system, which means there's a percentage every time someone expands their territory, that would put roblox in the black. (Again, assuming everything is priced well, so as t make people buy more small priced things, rather than few large prices things, ect).
Now, this whole tech perks system. Essentially, this would be existing technology that is very common, like raycast, projectiles, laser cannons, swords, spears, ect, that we all have heard of. However, outside of the building end of things, there would be different classifications of types of weapons you could possibly have,
so you could have something like this:
Now these names, are nothing but names, inside of each class, you could have different things, as seen below, but you'd have to select the classification of this specific build first, then the sub categories, then the damage/perks ect. (Same could go for vehicles, i.e jet, starfighter, ect, but I wont go into classification details here, you get the idea) (I only did the perks for rocket launcher, you'd have a ton of others like a specified below, this isnt even including vehicles or spaceships, but you get the idea, ect)
hand pistols:
rocket launchers: -Surface to air --Raycast ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Projectile based ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Timed rocket ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Sticky rocket ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed -Armor piercing --Raycast ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Projectile based ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Timed rocket ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed --Sticky rocket ---10% more damage $300 robux ---50% more damage $800 robux ---50% damage reduction to the user ---30% faster rocket speed Sword:
Dagger:
Grenades:
Shield/riot shield:
Tank:
Heavy Tank:
Jet:
Starfighter:
Frigate:
Destroyer:
Jeep:
ect
(these arent all they'd have, Im sure they would have different classes, ect), but these are some of them.
Essentially all the perks you buy, & everything, if you specifically payed for all the materials, the perks ect, everything, what have you, & you equipped this specific gun, or this specific vehicle that has purchased perks to a specific user, or just inserted the proper number of these guns in game for you members to evenly distribute amongst themselves to fight with, every single gun of that class, would have those perks/upgrades, without having to buy a perk for each single person, it'd be global. But, the perks ect, would cost more, so like, 500 robux, 2000 robux, ect, because you dont buy a perk everytime you buy a guy, its only once, (So if you didnt like the previous quantity system I posted before roblox, you not only get that, but you get something that could get you even more money than the proposed clan points system you have now, also, this is just for 1 gun prototype, roblox is a building game, so people will build more, which requires that particular model, to have perks ect bought for it as well). We could not only have fun with enhancements to our prototypes this way, but roblox could make a COMPLETE killing off of this, in comparison to their current idea of a raid system.
A tech era system.
Now this is just like the perk system, however it is global, to everything of a specific class you would own, however FAR more expensive, so like: (You would have to purchase these in order as well, no jumping to purchase tech 20, ect)(admins could even add mroe tech to make more money later on if they're compfortable with it, ect)
(All tech upgrades, would apply to every single weapon class it belongs to, doesnt matter if the gun design/prototype is different or anything, its also 1 time buyable as well, & once you have purchased said items, it would be displayed right on the public view of your group, so other groups know exactly what you have in terms of tech upgrades, for matching)
Infantry weapons: -Tech 1: 3% damage to all existing infantry weaponry globally $5000 robux -Tech 2: 4% damage to all existing infantry weaponry globally $6000 robux -Tech 3: 5% damage to all existing infantry weaponry globally $7000 robux -Tech 4: 10% damage to all existing infantry weaponry globally $10000 robux -Tech 5: 20% damage to all existing infantry weaponry globally $10000 robux -Tech 6: 3% damage reduction (health) to all existing infantry globally $11000 robux -Tech 7: 4% damage reduction (health) to all existing infantry globally $12000 robux -Tech 8: 5% damage reduction (health) to all existing infantry globally $15000 robux -Tech 9: 10% damage reduction (health) to all existing infantry globally $20000 robux (It could even go up to tech 20 if they wanted, or have different global tech perks, ect) Land Vehicles: (these would be just like the infantry, just movement speed, more armor, more firepower, ect.) Airborne/space vehicles: (Same thing as land vehicles, just these are flyable)
So essentially just like the perks & this tech leveling system, everyone would start out with the same damage, thus making it fair, then you simply branch out & expand your empire's borders, & the quality of the hardware you use to control it)
Now if you look at all these price tags on things such as perks, tech ups, materials ect, it can add up to a lot of money, & youre most likely wondering; "gee e9, wouldnt this be worse than what we have now, because it costs money to have nicer things, aka win??"
Well the thing is, is if roblox implements some kind of a system, that on top of getting revenue from all the uniform/place traffic sales, you could get some kind of gradual income from the planets you own, the quantity ect, then it would be even. See if a superclan, just decides to buy up all tech, all perks, everything initially, but does not have the group activity/members to back it, then they loose land, the groups that have everyone active & can maintain their things, essentially can hold more planets, & generate enough income to then purchase these said items, so either way, for large groups, for smaller more active groups, this could be fair. Again, this depends on the pricing for the income however, & how much you get annually ect. If it turns out that that wouldnt work, perhaps some kind of a wager system could be implemented on top of that, so wagering limited, set amount of robux, perhaps even group ownership based on the outcome of the raid..? whats wagered could be highly debatable, just the point is, is there's other ways to even it up.
------How roblox maps can be fair, as well as winning/loosing outposts-------
The biggest issue, fairness of gameplay, crossed with sandbox/creative elements.
Now a lot of you might dislike this idea, but honestly, reason why there arent any compedative creative games, is because its very VERY hard to make it fair 7 balanced, so given the choice between this sandbox idea, in extension, this whole unified starmap idea, or absolutely nothing, I think you'd rather have this;
Alright, so essentially the admins would brain storm as to what kinds of maps they would believe are the fairest, then they would make anywhere from 5-20 different map layouts. So anything from like 4-5 urban layouts, beach head assaults, headquarter complexes(palaces, hq's everything), outpost forts, vast open plains, ect)
So essentially what this would be, is they would make a layout of a map, the base layout you cannot change or manipulate (except in certain parts), but, you can build on top of it in certain parts.
So take the rectangular selecter box you have when you click a part, essentially, you'd have some kind of a premade layout, (you can put decals/texture objects, ect, anywhere though, its no prob) so there would different sizes & shapes boxes in different areas, so anywhere inside of those areas, you could be able to build onto, in ANY way you can possibly like, meshes, CSG editor, ect,
You wouldnt be able to script or anything inside of this layout though, maybe only limited kinds of gui's as well, so as to prevent tampering & such to keep it fair. so along with the standardized perks/tech upgrades ect, everything is balanced in that area, now its just the maps. So if the admins just make presets that we can build in a large area of, that would make it so that we as players wouldnt be able to cheat by cframing choke points, or barricades, or anything that would obstruct clan fighting, or the dynamics of the maps.
Now this does sound a lot like RCL, (Of which I personally hate myself as well), but the thing is, is if you hate the layout, simply making it so that the admins add a lot of different possible layouts, would make it a lot more creative. Imagine being able to pick from say 20,50, or even 100 different layouts for your planet's outpost, hq, ect. There would be a layout for every single person. Plus no one person would be able to suprise another with his layout, or have it called unfair, because they would be available to all players, so you could not only train on these layouts, you could master them, & what not.
Now not sure if they would make it so that this would work with regular studio, just keeping the layout permanently locked, and add some form of anti script tampering thing into it, or if they make an entirely different limited version of studio specifically for it, so like just the building capabilities, ect. Either way, thatd have to be worked out.
Now owning/winning/loosing outposts & HQs. What would be required for this to be an accurate representation of what could happen, & or to make this work, is something like this;
You all are aware of the place's tabs we all have on our profiles, how you can page through each place, ect. You would essentially be setting up some kind of a sub category of places. So essentially if you win at a planet, & you take their land or what have you, you would essentially take that actual place either onto your profile's sub category, ro whatever sub category the admins set up, which could be on a group's profile page, who knows, ect. Now, just because you literally take someones map into your posession, doesn't mean that you have creative access to it. Only the person who first founded/made that map, can get into edit mode to edit the cosmetics (areas you can build inside, ect), you simply control it, like a conquered provice, & yes, if you wish to hold that land, get whatever revenue it has, you must defend it like the previous owner.
Now, if you take the land, as a conqurer, because you would not be able to edit the actual map that was taken from the other faction (be it an outpost, an actual hq, or whatever), you would have two options, either take this map as it is, without being able to edit it (youd still be able to to sue all your tech there, as would enemies, ect), or, you could just bulldoze it, & make a new one.
Now ALL of these maps, are 100% public, for people of neighboring clans to visit assuming their within range, ro are in the actual clan that controls it (again, if you primary clan is halfway across the galaxy, you cant even visit, it, ect), which means NO friends only maps, no PBS's, ect. It is ALWAYS raidable, 24-7, even if you map isnt finished, because built or not, a layout is a layout is a layout, which the admins will amke sure is fair, so built on or not, its all raidable, which means you can loose it, or you can defend agaisnt opposing forces & keep it. If you bulldoze the map, youd essentially get to pick from versions of the layouts, but that have basic things on them in the build areas, as temporary maps, so like, small barricades, ect ect. There could also be anywhere from 1-5 different slots for outposts controlling planets (perhaps the admins could even make different planets have more or elss slots, depending on revenue these planets yield, which would in turn spark conflict even between allied clans, because another clan is getting richer for what he holds, ect ect)
So yeah, essentially, if you were to say 'raid vaktus's palace', completely win there & take tha land there, the leader of that clan, would literally get that place, on his profile, but in a sub category (or if they place it on the group's profile, either or), & he would essentially own it, again, like i said before, he can bulldoze it, in which case he'd be able to have edit mode, or keep it the way it is, as a trophy of their victory, however they wont be able to edit it in ANY way what so ever, ect. Also there would be a 'previous clan owner' type message beneath it, to show everyone who ever owned this land/map, ect as proof, ect.
-----------------Winning & loosing in the starmap system----------------------
Essentially, these would be the ways to win/loose; Depend on the revenue the planet yields to the clan, would determine not only how place slots ect, but it would determine how many required wins per place slot, until said clan looses. So essentially, lets say for instance, an outpost takes 10 raid wins, & if they loose the defense 10 times to 1 clan with in a certain period of time, they loose the land, the whole profile/trophy deal thing happens after, ect. If the attackers fail to meet the required wins within whatever time frame, the battle for that outpost is essentially for fit, unless they attack again. (Also, wars are unconditional, so you can bring in any kinds of tech (assuming you have the $ for everything) anytime, anywhere (as long as you're within distance of the planet, ect, no lightyear jumping, ect, and attack & take your land without having to agree to any terms at all) So essentially, you'd enter a game, as a leader you would get some GUI notification asking if you're attacking, simply hit "yes", then it starts a timer for the overall skirmish war for this particular outpost (not multiple outposts, or even a planet, or even a solar system, or even an entire war mind you), & like I said, if the defends either cant defend against the empty server raid (i.e there's nobody of a defending faction even in any servers on that map anywhere), they loose, or if they loose 10 separate defenses on an occasion within the time frame they loose. (only way to stop raiders from attacking, is take the land that's within striking range of your outpost's land, thus making it so they cant attack you)
Also, this time limit could could work for a group of outposts, an entire planet, a solar system, & an entire war even. Just the time limits would be far longer is all.
So if you loose a planet, your map, ect bulldozed, or not, gets transferred to another group's profile, essentially a s trophy & what not, ect. If you own whatever outposts, you would be able to rename them whatever you please as well.
As far as naming planets, solar systems, & even all the space you control in the starmap, that would be subject to whatever system the admins have for screening out swear/profanity, in order to keep it clean & not troll-y/inappropriate, ect. I would recommend some kind of an initials system though, just have the basic swear word screening protocols present, just only limit it to say, 2-5 digit characters, so as to make it so clans are represented on the map as abbreviations, not full words, & such (not special characters like #$% or any other asci code).
Now there's a ton more to this system, but this is the 'brief', well, not even that, the lesser of 2 evil tl;dr's, overview, of this system. Support if you agree that we should have *some kind* of a unified galactic starmap raid system, doesn't even have to be this particular one even, just some form of one, so as to start momentum to *hopefully*(probably a long shot, I know), get some kind of a unified galactic starmap. |
|
|
| Report Abuse |
|